home *** CD-ROM | disk | FTP | other *** search
-
- > Its still nowehere as good as Dougs engine BUT does seem to have moving walls.
-
- I can add this if anyone wants, but it's pretty trivial - adding an offset
- for each wall is about 5 minutes work. There are hardly any instances of
- scrolling walls in any of the WADS - probably because they look so strange
- against the static ones.
-
- > Yes it does handle animated textures. It has some display
-
- I couldn't find any animated textures - do you mean the scrolling, or
- actual frame-based animation like flames & waterfall stuff? The frame
- based stuff seems to be static like in BM.
-
- > glitches too. For example, go in e1m1 near the exit where you
- > have these transparent walls. The junction between the side and
- > middle parts of the texture is fluctuant.
-
- There are definitely some inaccuracies in the texture-index calculation
- part of the program. It's a particularly difficult area, but seems to
- have deteriorated since the first version I saw. I think this is due
- to the introduction of the DSP (which only has a 24 bit divide, in
- constrast with the 68030's 16/32/64 bit stuff0.
-
- > At the same spot, you can notice that the engine runs at as low
- > as 4VBLs, whereas there are transparent walls. It's strange
- > because the french engine seems most of the time to run in
- > 160x100 at the same speed as BM in 320x200. Here, the two speeds
- > are very close in the same resolution. Which makes me think Doug
- > could learn something from the way they handle transparent
- > walls?
-
- There are no transparent walls in that program. They are completely
- solid. This is why it's not as slow as you are expecting at that particular
- location. You will notice you can't actually see through the holes.
-
- There is another way I could write the transparent stuff, but it would be
- faster for Doom, and slower for other WADs (and limit future capabilities). It
- has a lot to do with the complexity of the texture being drawn. I expect
- they are likely to increase in complexity rather than decrease, so I'll leave
- things the way they are just now.
-
- I was hoping to learn something from the texturing technique, but it seems that
- it's actually less accurate than the one currently in BM. I will have to look
- harder to see if it's any faster - it may just be other areas that's slowing
- the french project down - as opposed to the mapping calculations.
-
- The more I try to find out about these things, the more complicated they seem
- to get!
-
- :)
-
- Doug.
-
-